I've been writing massively threaded C++ code since the 1990's, so I can comment with some serious experience here. My code used to run on 256CPU SGI's and had high cpu utilization across all of them. When designing C++ code for threading, you have to keep a few things in mind, but it's not particularly harder than on other languages with thread support. You generally want to create re-entrant functions which pass al…
Hell is a multi-threaded C++ program (2006)
21–30 of 129 posts
Re: Hell is a multi-threaded C++ program (2006)
#22I've been writing massively threaded C++ code since the 1990's, so I can comment with some serious experience here. My code used to run on 256CPU SGI's and had high cpu utilization across all of them. When designing C++ code for threading, you have to keep a few things in mind, but it's not particularly harder than on other languages with thread support. You generally want to create re-entrant functions which pass al…
So, functional programming then?
Re: Hell is a multi-threaded C++ program (2006)
#23Earlier quoted context omitted.
An uncontended mutex is just as fast as a spinlock (on modern operating systems using a futex). It takes about 25 nanoseconds to lock it. The difference is when there's contention. A spinlock will burn CPU cycles but a mutex will yield to another thread or process (with some context switch overhead). A spinlock should only be used when you know you're going to get it in the next microsecond or so. Or in kernel space…
You have to be careful with those things - for instance, you have to special case whether you'r on a single CPU or multiple CPU system, because a spin lock will block forever in a non-preemptive context, such as the kernel. Outside of hard realtime code, there's zero reason to use spin locks.
Interesting read: http://www2.rdrop.com/~paulmck/realtime/SMPembedded.2006.10....
Re: Hell is a multi-threaded C++ program (2006)
#24I've been writing massively threaded C++ code since the 1990's, so I can comment with some serious experience here. My code used to run on 256CPU SGI's and had high cpu utilization across all of them. When designing C++ code for threading, you have to keep a few things in mind, but it's not particularly harder than on other languages with thread support. You generally want to create re-entrant functions which pass al…
Re: Hell is a multi-threaded C++ program (2006)
#25There is no need to use raw pthreads in modern C++, it comes equipped with a much more convenient and capable standard library module. I prefer working with channels, which are still missing from the library; but they are trivial to add: https://github.com/andreas-gone-wild/blog/blob/master/diy_cp...
This is good advice and should never have attracted a downvote! I'm not actually sure that the C++ library does anything that pthreads doesn't - maybe std::lock, perhaps? - but it's more convenient to use (and it's not like pthreads is bad to start with...), and the pieces work well and fit together quite nicely. Some good use of move semantics. unique_lock is neat and you can do stuff like vector . The C++ thread li…
There’s std::atomic, which didn’t have a standardized equivalent in pthreads. In lieu of that you’d see some ad-hoc combination of GCC builtins, OS-specific functions, and `volatile`, with the result often not guaranteed to work on architectures other than x86 (if at all). Compared to that, std::atomic is both more flexible and easier to get right. The C ‘backport’, stdatomic.h, is also available on most platforms these days...
Re: Hell is a multi-threaded C++ program (2006)
#26I've been writing massively threaded C++ code since the 1990's, so I can comment with some serious experience here. My code used to run on 256CPU SGI's and had high cpu utilization across all of them. When designing C++ code for threading, you have to keep a few things in mind, but it's not particularly harder than on other languages with thread support. You generally want to create re-entrant functions which pass al…
We've had it since C++11. http://en.cppreference.com/w/cpp/language/storage_duration
Re: Hell is a multi-threaded C++ program (2006)
#27I've been writing massively threaded C++ code since the 1990's, so I can comment with some serious experience here. My code used to run on 256CPU SGI's and had high cpu utilization across all of them. When designing C++ code for threading, you have to keep a few things in mind, but it's not particularly harder than on other languages with thread support. You generally want to create re-entrant functions which pass al…
So, functional programming then?
- skimming through doug lea concurrency articles: FP
- thread safe C: pure functions, shared nothing: FP
- comment above: FP
at what point will people start to call it what it is ?
Re: Hell is a multi-threaded C++ program (2006)
#28I've been writing massively threaded C++ code since the 1990's, so I can comment with some serious experience here. My code used to run on 256CPU SGI's and had high cpu utilization across all of them. When designing C++ code for threading, you have to keep a few things in mind, but it's not particularly harder than on other languages with thread support. You generally want to create re-entrant functions which pass al…
The thing I see glanced over a lot in multithreading is the actual implimentation of messaging people are talking about. What is being used to actually just 'send' messages to the main thread while the sender thread continues on? I know qt has slots and signals, but I haven't found a good native method that does something like that if I wanted to for example use an std::future and also receive messages back that can…
I worked on a C++ trading app in the past and our approach was "services" (actors) talking via message passing. Basically a bunch of long-lived threads, each with a queue (nowadays that could be something like boost::lockfree::queue [1]), running an event loop. Message passing worked by getting a pointer to the target service's queue via a service registry (singleton initialized at startup, you could also keep a copy per service though), then pushing a message to it. If you needed to do something with the result, then that would come back via another message sent via the same system.
It does mean if there's back-and-forth between services the code would be harder to follow as you'd have to read through a few event handlers to get the whole flow, but with well-designed service boundaries it worked quite well. I don't think futures would have been useful in our context as blocking any service for an extended time would have been very bad.
[1] If you don't want boost, you can wrap std::queue yourself, this is a simple example where you can replace the boost mutex etc. with std ones: https://www.justsoftwaresolutions.co.uk/threading/implementi...
Re: Hell is a multi-threaded C++ program (2006)
#29I've been writing massively threaded C++ code since the 1990's, so I can comment with some serious experience here. My code used to run on 256CPU SGI's and had high cpu utilization across all of them. When designing C++ code for threading, you have to keep a few things in mind, but it's not particularly harder than on other languages with thread support. You generally want to create re-entrant functions which pass al…
The thing I see glanced over a lot in multithreading is the actual implimentation of messaging people are talking about. What is being used to actually just 'send' messages to the main thread while the sender thread continues on? I know qt has slots and signals, but I haven't found a good native method that does something like that if I wanted to for example use an std::future and also receive messages back that can…
Futures are somewhat useful if you spawn off a thread to do a single task and wait for it to finish, however, on many platforms, the thread creation overhead is high enough that you don't want to do that, you want to have existing worker threads being given work to do.
Once again, this is something Go does really well. Go routines are almost free, so you can use them with a futures model very easily.
Re: Hell is a multi-threaded C++ program (2006)
#30Earlier quoted context omitted.
An uncontended mutex is just as fast as a spinlock (on modern operating systems using a futex). It takes about 25 nanoseconds to lock it. The difference is when there's contention. A spinlock will burn CPU cycles but a mutex will yield to another thread or process (with some context switch overhead). A spinlock should only be used when you know you're going to get it in the next microsecond or so. Or in kernel space…
You have to be careful with those things - for instance, you have to special case whether you'r on a single CPU or multiple CPU system, because a spin lock will block forever in a non-preemptive context, such as the kernel. Outside of hard realtime code, there's zero reason to use spin locks.
On some common architectures, releasing a spin lock is cheaper than releasing a mutex.